@HelloProject said:
If the system literally says that the social combat rules aren't optimal for PVP, then they really aren't even necessary as anything more than a novelty, which seems to be what @surreality did.
That said, if the system is in a PVP environment where people have stuff like XP and other resources that can be gained through dice mechanics, then me, personally, I'd go with a different system entirely. What system, I have no idea, since I'm not sure what theme you're trying to use the system with.
They don't actually say that they aren't good for PvP. They say that they recommend things be worked out in RP, and then go on to provide a system for how to use them in PvP.
But because it’s the persuader’s player making the rolls, the target is left without a way to say “no.” As such, it’s our recommendation that this system be used by player-controlled characters on Storyteller characters rather than on other players’ characters. If one player’s character wants to seduce, persuade, convince, or intimidate another, leave it up to roleplaying and let players make their own decisions about what their characters do.
Which is a real concern, certainly. But then they go on to provide a solution for this as well.
If you allow players’ characters to be the targets of Social maneuvering, resolve this stage as a negotiation with two possible outcomes. The subject chooses to abide by the desired goal or offer a beneficial alternative.
Wherein if they go with the flow, the person affected gets a beat. (Part of the XP system)
These lines come from the GMCRU. They weren't included in Vampire or Demon. This has caused much, much contention. Hopefully, the WOD2 book that comes out clears at least some of this up.
The people saying that it's in absolutely no way intended for PvP situations tend to be reading a bit too much into it, IMO.